This commit is contained in:
Arkitu 2024-09-26 20:57:30 +02:00
parent 0a58032400
commit 46055a073b
8 changed files with 71 additions and 78 deletions

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assets/texture.pxi Normal file

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@ -7,20 +7,19 @@ use winit::{event::{Event, WindowEvent}, window::Window};
use crate::{state::State, App}; use crate::{state::State, App};
mod texture; mod texture;
use texture::Texture; use texture::{Texture, TEXTURE_DIMENSIONS};
#[repr(C)] #[repr(C)]
#[derive(Clone, Copy, Zeroable, Pod, Debug)] #[derive(Clone, Copy, Zeroable, Pod, Debug)]
pub struct Vertex { pub struct Vertex {
pub pos: [f32; 2], pub pos: [f32; 2],
pub color: [f32; 4], pub color: [f32; 4],
pub tex_coords: [f32; 2], pub tex_pos: [f32; 2],
/// Each bit is used as a flag : /// Each bit is used as a flag :
/// 1: Scaled and moved according to camera /// 1: Scaled and moved according to camera
/// 2: Grayscale /// 2: Grayscale
/// 4: Whiter
/// ///
/// For exemple 0b011 corresponds to Scaled and Grayscale /// For exemple 0b01 corresponds to Scaled and 0b11 to Scaled and Grayscale
pub effect: u32, pub effect: u32,
} }
impl Vertex { impl Vertex {
@ -29,6 +28,23 @@ impl Vertex {
step_mode: wgpu::VertexStepMode::Vertex, step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x4, 2 => Float32x2, 3 => Uint32], attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x4, 2 => Float32x2, 3 => Uint32],
}; };
pub fn new_col(pos: [f32; 2], color: [f32; 4], effect: u32) -> Self {
Self {
pos,
color,
tex_pos: [0.; 2],
effect
}
}
pub fn new_tex(pos: [f32; 2], tex_pos: [u16; 2], effect: u32) -> Self {
Self {
pos,
color: [0.; 4],
tex_pos: [tex_pos[0] as f32/TEXTURE_DIMENSIONS[0] as f32, tex_pos[1] as f32/TEXTURE_DIMENSIONS[1] as f32],
effect
}
}
} }
#[repr(C)] #[repr(C)]
@ -58,7 +74,6 @@ pub struct Graphics<'a> {
uniforms_buf: Buffer, uniforms_buf: Buffer,
uniforms_bind_group: BindGroup, uniforms_bind_group: BindGroup,
diffuse_bind_group: BindGroup, diffuse_bind_group: BindGroup,
diffuse_texture: Texture
} }
impl<'a> Graphics<'a> { impl<'a> Graphics<'a> {
pub async fn init(state: &State, window: Arc<Window>) -> Self { pub async fn init(state: &State, window: Arc<Window>) -> Self {
@ -204,8 +219,6 @@ impl<'a> Graphics<'a> {
.get_default_config(&adapter, 1, 1) .get_default_config(&adapter, 1, 1)
.unwrap(); .unwrap();
surface.configure(&device, &surface_config); surface.configure(&device, &surface_config);
let diffuse_bytes = include_bytes!("../assets/texture.png"); let diffuse_bytes = include_bytes!("../assets/texture.png");
let diffuse_texture = Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png"); let diffuse_texture = Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png");
@ -215,11 +228,11 @@ impl<'a> Graphics<'a> {
entries: &[ entries: &[
wgpu::BindGroupEntry { wgpu::BindGroupEntry {
binding: 0, binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view), // CHANGED! resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
}, },
wgpu::BindGroupEntry { wgpu::BindGroupEntry {
binding: 1, binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler), // CHANGED! resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
} }
], ],
label: Some("diffuse_bind_group"), label: Some("diffuse_bind_group"),
@ -237,8 +250,7 @@ impl<'a> Graphics<'a> {
index_buf, index_buf,
uniforms_buf, uniforms_buf,
uniforms_bind_group, uniforms_bind_group,
diffuse_bind_group, diffuse_bind_group
diffuse_texture
} }
} }
pub fn window_event(&mut self, event: &WindowEvent, window: &Window) { pub fn window_event(&mut self, event: &WindowEvent, window: &Window) {

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@ -1,19 +1,6 @@
use image::GenericImageView; use image::GenericImageView;
const TEXTURE_DIMENSIONS: [usize; 2] = [16, 16]; pub const TEXTURE_DIMENSIONS: [usize; 2] = [64, 64];
#[derive(Debug, Clone, Copy)]
pub enum Color {
Void = 0,
Forest = 1,
Beach = 2,
Grass = 3
}
impl Into<[f32; 2]> for Color {
fn into(self) -> [f32; 2] {
[(self as usize % TEXTURE_DIMENSIONS[0]) as f32 / TEXTURE_DIMENSIONS[0] as f32, (self as usize / TEXTURE_DIMENSIONS[1]) as f32 / TEXTURE_DIMENSIONS[1] as f32]
}
}
pub struct Texture { pub struct Texture {
pub texture: wgpu::Texture, pub texture: wgpu::Texture,

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@ -5,7 +5,7 @@ struct Uniforms {
@group(0) @binding(0) var<uniform> uniforms : Uniforms; @group(0) @binding(0) var<uniform> uniforms : Uniforms;
struct VertexOutput { struct VertexOutput {
@location(0) tex_coords: vec2f, @location(0) tex_pos: vec2f,
@location(1) color: vec4f, @location(1) color: vec4f,
@location(2) effect: u32, @location(2) effect: u32,
@builtin(position) pos: vec4f @builtin(position) pos: vec4f
@ -15,7 +15,7 @@ struct VertexOutput {
fn vs_main( fn vs_main(
@location(0) pos: vec2f, @location(0) pos: vec2f,
@location(1) color: vec4f, @location(1) color: vec4f,
@location(2) tex_coords: vec2f, @location(2) tex_pos: vec2f,
@location(3) effect: u32 @location(3) effect: u32
) -> VertexOutput { ) -> VertexOutput {
var screen_pos: vec4f; var screen_pos: vec4f;
@ -25,7 +25,7 @@ fn vs_main(
screen_pos = vec4f((pos - uniforms.camera) * uniforms.zooms, 0, 1); screen_pos = vec4f((pos - uniforms.camera) * uniforms.zooms, 0, 1);
} }
var out = VertexOutput( var out = VertexOutput(
tex_coords, tex_pos,
color, color,
effect, effect,
screen_pos screen_pos
@ -40,18 +40,12 @@ var s_diffuse: sampler;
@fragment @fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4f { fn fs_main(in: VertexOutput) -> @location(0) vec4f {
var tex_col = textureSample(t_diffuse, s_diffuse, in.tex_coords); var tex_col = textureSample(t_diffuse, s_diffuse, in.tex_pos);
var color = vec4f((tex_col.rgb * tex_col.a) + (in.color.rgb * in.color.a), tex_col.a + in.color.a); var color = vec4f((tex_col.rgb * tex_col.a) + (in.color.rgb * in.color.a), tex_col.a + in.color.a);
// Grayscale // Grayscale
if (in.effect & 2) != 0 { if (in.effect & 2) != 0 {
var v = (color.r*0.299) + (color.g*0.587) + (color.b*0.114); var v = (color.r*0.299) + (color.g*0.587) + (color.b*0.114);
color = vec4f(v, v, v, color.a); color = vec4f(v, v, v, color.a);
} }
// Whiter
if (in.effect & 4) != 0 {
color.r += 0.4;
color.g += 0.4;
color.b += 0.4;
}
return color; return color;
} }

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@ -195,7 +195,7 @@ impl State {
self.indices = Vec::new(); self.indices = Vec::new();
for (c, cd) in self.map.voronoi.iter_cells().zip(self.map.cells_data.iter()).filter(|(_,cd)| cd.kind != CellKind::Forest) { for (c, cd) in self.map.voronoi.iter_cells().zip(self.map.cells_data.iter()).filter(|(_,cd)| cd.kind != CellKind::Forest) {
let mut tex_coords = cd.color(); let mut color = cd.color();
if c.site() == self.selected_tile { if c.site() == self.selected_tile {
color[0] = (color[0]+0.4).clamp(0., 1.); color[0] = (color[0]+0.4).clamp(0., 1.);
color[1] = (color[1]+0.4).clamp(0., 1.); color[1] = (color[1]+0.4).clamp(0., 1.);
@ -204,7 +204,7 @@ impl State {
let vs = c.iter_vertices().collect::<Vec<_>>(); let vs = c.iter_vertices().collect::<Vec<_>>();
let i = self.vertices.len() as u32; let i = self.vertices.len() as u32;
for v in vs.iter() { for v in vs.iter() {
self.vertices.push(Vertex { pos: [v.x as f32, v.y as f32], tex_coords, effect:2 }); self.vertices.push(Vertex::new_col([v.x as f32, v.y as f32], color, 1));
} }
for v in 1..(vs.len()-1) as u32 { for v in 1..(vs.len()-1) as u32 {
self.indices.push(i); self.indices.push(i);
@ -227,7 +227,7 @@ impl State {
let vs = c.iter_vertices().collect::<Vec<_>>(); let vs = c.iter_vertices().collect::<Vec<_>>();
let i = self.vertices.len() as u32; let i = self.vertices.len() as u32;
for v in vs.iter() { for v in vs.iter() {
self.vertices.push(Vertex { pos: [v.x as f32, v.y as f32], color, effect:2 }); self.vertices.push(Vertex::new_col([v.x as f32, v.y as f32], color, 1));
} }
for v in 1..(vs.len()-1) as u32 { for v in 1..(vs.len()-1) as u32 {
self.indices.push(i); self.indices.push(i);

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@ -63,31 +63,31 @@ impl Entity {
( (
[ [
// back left leg // back left leg
Vertex { pos: [-0.5, 0.3], color: dark, effect:2 }, Vertex::new_col([-0.5, 0.3], dark, 1),
Vertex { pos: [-0.4 + (now.sin()*0.1), -0.7 + (now.cos().max(-0.5)*0.1)], color: dark, effect:2 }, Vertex::new_col([-0.4 + (now.sin()*0.1), -0.7 + (now.cos().max(-0.5)*0.1)], dark, 1),
Vertex { pos: [-0.25, 0.1], color: dark, effect:2 }, Vertex::new_col([-0.25, 0.1], dark, 1),
// back right leg // back right leg
Vertex { pos: [-0.5, 0.3], color, effect:2 }, Vertex::new_col([-0.5, 0.3], color, 1),
Vertex { pos: [-0.4 + ((now + 1.).sin()*0.1), -0.7 + ((now + 1.).cos().max(-0.5)*0.1)], color, effect:2 }, Vertex::new_col([-0.4 + ((now + 1.).sin()*0.1), -0.7 + ((now + 1.).cos().max(-0.5)*0.1)], color, 1),
Vertex { pos: [-0.25, 0.1], color, effect:2 }, Vertex::new_col([-0.25, 0.1], color, 1),
// front left leg // front left leg
Vertex { pos: [0.3, 0.2], color: dark, effect:2 }, Vertex::new_col([0.3, 0.2], dark, 1),
Vertex { pos: [0.4 + ((now-1.).sin()*0.1), -0.7 + ((now-1.).cos().max(-0.5)*0.1)], color: dark, effect:2 }, Vertex::new_col([0.4 + ((now-1.).sin()*0.1), -0.7 + ((now-1.).cos().max(-0.5)*0.1)], dark, 1),
Vertex { pos: [0.5, 0.3], color: dark, effect:2 }, Vertex::new_col([0.5, 0.3], dark, 1),
// front right leg // front right leg
Vertex { pos: [0.3, 0.2], color, effect:2 }, Vertex::new_col([0.3, 0.2], color, 1),
Vertex { pos: [0.4 + ((now-2.).sin()*0.1), -0.7 + ((now-2.).cos().max(-0.5)*0.1)], color, effect:2 }, Vertex::new_col([0.4 + ((now-2.).sin()*0.1), -0.7 + ((now-2.).cos().max(-0.5)*0.1)], color, 1),
Vertex { pos: [0.5, 0.3], color, effect:2 }, Vertex::new_col([0.5, 0.3], color, 1),
// body // body
// 3 // 3
Vertex { pos: [-0.3, 0.], color, effect:2 }, Vertex::new_col([-0.3, 0.], color, 1),
Vertex { pos: [0.4, -0.1], color, effect:2 }, Vertex::new_col([0.4, -0.1], color, 1),
// 11 // 11
Vertex { pos: [0.3, 0.4], color, effect:2 }, Vertex::new_col([0.3, 0.4], color, 1),
], ],
[ [
0,1,2, 0,1,2,
@ -104,31 +104,31 @@ impl Entity {
( (
[ [
// back left leg // back left leg
Vertex { pos: [-0.5, 0.3], color: dark, effect:2 }, Vertex::new_col([-0.5, 0.3], dark, 1),
Vertex { pos: [-0.4, -0.75], color: dark, effect:2 }, Vertex::new_col([-0.4, -0.75], dark, 1),
Vertex { pos: [-0.25, 0.1], color: dark, effect:2 }, Vertex::new_col([-0.25, 0.1], dark, 1),
// back right leg // back right leg
Vertex { pos: [-0.5, 0.3], color, effect:2 }, Vertex::new_col([-0.5, 0.3], color, 1),
Vertex { pos: [-0.4, -0.75], color, effect:2 }, Vertex::new_col([-0.4, -0.75], color, 1),
Vertex { pos: [-0.25, 0.1], color, effect:2 }, Vertex::new_col([-0.25, 0.1], color, 1),
// front left leg // front left leg
Vertex { pos: [0.3, 0.2], color: dark, effect:2 }, Vertex::new_col([0.3, 0.2], dark, 1),
Vertex { pos: [0.4, -0.75], color: dark, effect:2 }, Vertex::new_col([0.4, -0.75], dark, 1),
Vertex { pos: [0.5, 0.3], color: dark, effect:2 }, Vertex::new_col([0.5, 0.3], dark, 1),
// front right leg // front right leg
Vertex { pos: [0.3, 0.2], color, effect:2 }, Vertex::new_col([0.3, 0.2], color, 1),
Vertex { pos: [0.4, -0.75], color, effect:2 }, Vertex::new_col([0.4, -0.75], color, 1),
Vertex { pos: [0.5, 0.3], color, effect:2 }, Vertex::new_col([0.5, 0.3], color, 1),
// body // body
// 3 // 3
Vertex { pos: [-0.3, 0.], color, effect:2 }, Vertex::new_col([-0.3, 0.], color, 1),
Vertex { pos: [0.4, -0.1], color, effect:2 }, Vertex::new_col([0.4, -0.1], color, 1),
// 11 // 11
Vertex { pos: [0.3, 0.4], color, effect:2 }, Vertex::new_col([0.3, 0.4], color, 1),
], ],
[ [
0,1,2, 0,1,2,

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@ -67,22 +67,22 @@ impl UI {
pub fn render(&self, vertices: &mut Vec<Vertex>, indices: &mut Vec<u32>) { pub fn render(&self, vertices: &mut Vec<Vertex>, indices: &mut Vec<u32>) {
let vs = [ let vs = [
// Terrain // Terrain
Vertex { color: SECONDARY_COLOR, pos: [-1., -1.+(BOTTOM_TAB_BAR_HEIGHT*2.)], effect: 0 }, Vertex::new_tex([-1., -1.+(BOTTOM_TAB_BAR_HEIGHT*2.)], [0, 1], 0),
Vertex { color: SECONDARY_COLOR, pos: [-1., -1.], effect: 0 }, Vertex::new_tex([-1., -1.], [0, 12], 0),
Vertex { color: SECONDARY_COLOR, pos: [0., -1.], effect: 0 }, Vertex::new_tex([0., -1.], [11, 12], 0),
Vertex { color: SECONDARY_COLOR, pos: [0., -1.+(BOTTOM_TAB_BAR_HEIGHT*2.)], effect: 0 }, Vertex::new_tex([0., -1.+(BOTTOM_TAB_BAR_HEIGHT*2.)], [11, 1], 0),
// Entities // Entities
// 3, // Vertex::new_tex([0., -1.+(BOTTOM_TAB_BAR_HEIGHT*2.)], [12, 1], 0),
// 2, // Vertex::new_tex([0., -1.], [11, 12], 0),
Vertex { color: SECONDARY_COLOR, pos: [1., -1.], effect: 0 }, // Vertex::new_tex([1., -1.], [] 0),
Vertex { color: SECONDARY_COLOR, pos: [1., -1.+(BOTTOM_TAB_BAR_HEIGHT*2.)], effect: 0 } // Vertex::new_tex([1., -1.+(BOTTOM_TAB_BAR_HEIGHT*2.)], 0)
]; ];
let ids = [ let ids = [
0,1,2, 0,1,2,
2,3,0, 2,3,0,
3,2,4, // 3,2,4,
4,5,3 // 4,5,3
]; ];
let i = vertices.len() as u32; let i = vertices.len() as u32;
vertices.extend_from_slice(&vs); vertices.extend_from_slice(&vs);